--Sonic 3 and Sonic & Knuckles were made in 1993 and 1994. Were there any discussions about the Sega Saturn then?
Naka:
I was in America then, and because the success of the Genesis was so great in everyone’s eyes, there was no feeling at all of moving on to the next console generation.
At one point, Sega director Hisashi Suzuki was in America, and we got to talking about what was happening in Japan. He showed me this game that Yu Suzuki had made called Virtua Fighter.
--On a video?
Naka: Yes, he showed me a video. I was so surprised: “Wow! It’s 3D! The polygons are moving!”
At the time, I had been told so little about the Saturn that I barely knew it existed. But after I learned about it and was told that the next generation would be focused on 3D, I knew that it would be really difficult to make 3D games in America with the 10-person or so development system they had in place there. Once Sonic & Knuckles was finished, I returned to Japan.
I knew that if I was going to do Saturn development, I wouldn’t be able to do it in America.
--Looking back, what kind of hardware was the Mega Drive for you?
Naka: For me, it was the easiest hardware to develop for. I think it was the best hardware Sega has ever put out. I even told Hideki Sato, “If you just increase the clock speed, we can use the Mega Drive forever.” I didn’t want to go with CD-ROMs, and I thought that if we just had enough CPU power, we could make any game. At the time, I was basically viewing the Mega Drive as a PC. If we just increased the clock speed and the memory speed like with a PC, then we could keep using it.
Plus,
we had been so successful in America with the Genesis. I was thinking that it would be great if we could just get a bit more out of it… Everyone at Sega of America was thinking the same thing.
--Sonic & Knuckles came out in October 1994, just before the Saturn was released in Japan. So, it was the case that everyone in America was still focused on going with the Genesis?
Naka: Yes, they were still focused on the Genesis. I mean, that’s when talk of the 32X came about.
The Japanese heads of Sega had come to America to explain that the company would be releasing the Saturn soon, and the Sega of America leadership said, “No way. What are you talking about? We’re still going with the Genesis.” All of the Japanese executives that were there in America had to delay their return because of it. At that point, talks developed about making an expansion device for the Genesis, and they came up with the 32X before the executives returned to Japan.
--I see, so that was the origin of the 32X.
Naka: I had talks with Hideki Sato about the 32X and what the plan for it was, but from the beginning I was skeptical about it. I ended up not making anything for it.
Ultimately, there was a difference in degrees of enthusiasm between the two countries. The 32X was abruptly created out of this different level of enthusiasm between Sega of America and Sega in Japan.
--And that’s when you returned to Japan, right?
Naka:
When I returned to Japan, there were four development lines running concurrently. There was the Saturn line, the 32X line, the Game Gear line, and some Mega Drive work was even still being done. Four lines all operating at once… Before that, it was almost too much just having the Mega Drive and Game Gear lines going together. Now, the Saturn line had grown big, and so had the 32X line. With four lines… I mean,
there just weren’t enough people.